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Time Hop



Chronomancy, Teleport


This functions as Teleportation, including possible upgrades and downgrades except you do not need any waypoints or line of sight to the end point, just a general idea of where you want the end point to be and a clear path of movement from your starting point to the end point, even if it's through terrain and obstacles you can't see yet. If the clearest possible path would still move through difficult terrain and obstacles, you can make appropriate skill rolls to navigate around, traverse, disable, or otherwise get past these obstacles. Even creatures in the way need only a single Diplomacy or Stealth roll to circumvent, though the GM decides which skills are needed. Once you fail even one of these rolls, your teleportation ends at that point instead of the desired end. If your teleportation ends early, you and all those being transported with you are knocked prone and dealt 1d6 force damage per effect tier. They can only appear in an unoccupied space, so once they travel this distance they are then shifted further to the nearest unoccupied space, if necessary. Successfully traversing something with Time Hop does not necessarily mean it can be traversed again and a new roll is needed each time. The memories of the experience that happens during a time hop are fuzzy, and many details are left out, including important details.